Show Mesh.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <3dsparse/Mesh.h>
#include <3dsparse/ModelStore.h>
#include <3dsparse/MeshLOD.h>
#include <common/Defines.h>
Mesh::Mesh(const char *name) : name_(name),
referencesBones_(false), sphereMap_(false)
{
}
Mesh::~Mesh()
{
while (!faces_.empty())
{
Face *face = faces_.back();
faces_.pop_back();
delete face;
}
while (!vertexes_.empty())
{
Vertex *vertex = vertexes_.back();
vertexes_.pop_back();
delete vertex;
}
}
void Mesh::insertVertex(Vertex &vertex)
{
if (vertexes_.empty())
{
max_ = vertex.position;
min_ = vertex.position;
}
else
{
max_[0] = MAX(max_[0], vertex.position[0]);
max_[1] = MAX(max_[1], vertex.position[1]);
max_[2] = MAX(max_[2], vertex.position[2]);
min_[0] = MIN(min_[0], vertex.position[0]);
min_[1] = MIN(min_[1], vertex.position[1]);
min_[2] = MIN(min_[2], vertex.position[2]);
}
vertexes_.push_back(new Vertex(vertex));
}
void Mesh::move(Vector &movement)
{
std::vector<Vertex *>::iterator itor;
for (itor = vertexes_.begin();
itor != vertexes_.end();
itor++)
{
(*itor)->position += movement;
}
max_ += movement;
min_ += movement;
}
void Mesh::setTextureName(const char *t)
{
if (0 != strcmp(t, "none"))
{
sphereMap_ = (strstr(t, "/sphere_") != 0);
textureName_ = t;
}
}
void Mesh::setupCollapse()
{
MeshLOD::progressiveMesh(vertexes_, faces_, collapseMap_);
}
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